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#shader vertex
#version 330 core
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 colour;
uniform mat4 u_mvpMatrix;
void main()
{
gl_Position = u_mvpMatrix * position;
};
#shader fragment
#version 330 core
layout(location = 0) out vec4 color;
vec3 hsl2rgb(in vec3 c)
{
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0));
}
void main()
{
vec3 colorRGB = hsl2rgb(vec3(gl_FragCoord.z * 0.8, 1.0, 0.5));
color = vec4(colorRGB, 1.0);
};
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